Tuesday, October 27, 2009

New Systems

This weekend I finished up working on Hardkore, I'm a bit sad by this because it's entirely without fanfare and I'm not sure my work will ever see the light of day. Despite this I'm moving on with new ideas. I want to create my own game and the prospects of doing so on my own terms excites me.

So I've been working on a system that's very different from Hardkore's principles of simulationism. This one is about accessibility and is designed to use familiar tenants and systems to attract new gamers. This is my first attempt which you may critique.

The foundation of the system is 3d6 and a Texas Holdem-style poker Mechanic.

I'll explain.
Characters have
Stats (standard faire Strength Dex Intelligence etc... ) ranging from 0 to +3
Skills (Also standard, Melee, Archery, Stealth...) ranging from 0 to +5
Equipment (That provides mods) ranging from 0 (no equipment) to +3 (awesome magical stuff)

Basic Action
A basic action is resolved by a 3d6 + Stat + Skill + Equipment Die Roll.

A Resisted Action
A resisted action adds in a Poker-Style Mechanic, here's how it works.

Terminology:
A Turn is a segment of time in which a single rolled action is conducted.
A Round is 4 turns in which a game of holdem poker determines a result in addition to the die roll results of the Basic Actions.
The Action Pool is the modifier number of the basic action the character is doing (Stat+Skill+Equipment) represented as individual points, players draw points from the pool to place bets each action.
The round consists of:
1. The Deal. - 2 Cards are delt to every player involved. The Ante is announced. The ante is the situational difficulty of the conflicts in question and is chosen by the GM. For example, a duel on a slippery rooftop in the rain will have a higher Ante then a duel in an open field. Players pull points from their action pool to place their bets and then the die roll for the action is rolled with the remaining modifiers from the Action Pool.
2. The Flop - 3 community cards are layed down by the GM. The players can again bet a portion of their action pool (minimum of the Ante, but not a multiple of) before rolling their 2nd Action.
3. The Turn - The 4th community card is laid down and another round of betting commences before the players roll their actions.
4. The River - The final community card is laid down and players that have not folded have a showdown, the winner recieves the pot of bets.

Folding means that the PC goes on the defensive for the rest of the round, they get +5 to their Defensive Pool, but cannot take any offensive actions until the Round is over.

During the round any players can choose to flip one of their pocket cards to add the value of that card to their die roll. (Aces = 1, Jacks =11 Queens = 12, Kings = 13). The card remains flipped and in-play assuming the player doesn't fold.

If one player bets more than another player's action pool and the underdog wishes to remain playing the round, she can go All-In (using all her Action Pool and rolling her unmodified Die Roll for her actions), but must go All-In for the remaining actions in the round unless her opponent who forced the All-In folds.

The winner of the round gets the pot. Each subsequent action that PC spends the pot to add a bonus to her die rolls. The number of points spent, (and thus the bonus) is dependent on the winning hand.
High Card = +1
Pair = +2
2 Pair = +2
3 Of a kind = +3
Straight = +3
Flush = +3
Full House = +3
Four of a Kind = +4
Straight Flush = +4.

Health levels at this point will start at 18. If a PC is brought to 12, then she loses a die to all actions. If brought to 6 she goes down to using one die on all actions. At zero she's incapacitated and at the mercy of the GM/other players. Damage is equal to the remaining modifier from an attack after defense is subtracted.

Defense. Weapons will have an offensive and defensive modifier. Defensive actions are unrolled and are 10 + Defensive Pool. If the player folds a round that goes up to 15 + Defensive Pool.

There's the rudiments of my system idea. Comments questions and ideas are always welcome.

1 comment:

  1. This is a very interesting concept, Helmsman. Taking a successful system and adjusting it in a new area must open up some new thinking. Wish I had played some GM led games to add some value to the concept.

    ReplyDelete